1. International Organization for Standardization: Ergonomics of human-system interaction. Part 210: Human-centred design for interactive system (2019). https://www.iso.org/standard/77520.html
2. Tso, A.: EPIQAssess - EPICUR qualitative researchers’ assessment framework. European Partnership for an Innovative Campus Unifying Regions (EPICUR) Research project (EPICUR-Research) (2022). https://epicommunity.auth.gr/deliverable/assessment
3. Council of Europe: Deepening the European Research Area: Providing researchers with attractive and sustainable careers and working conditions and making brain circulation a reality, Council conclusions (2021)
4. Deterding, S., Canossa, A., Harteveld, C., Cooper, S., Nacke, L.E., Whitson, J.R.: Gamifying research: strategies, opportunities, challenges, ethics. In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2421–2424. ACM, New York (2015). https://doi.org/10.1145/2702613.2702646
5. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification.” In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. Association for Computing Machinery, New York (2011). https://doi.org/10.1145/2181037.2181040